Gargantuan unknown, Any Evil Alignment
Armor Class 25 Unnatural
Hit Points 700 (35d20 + 350)
Speed 40 ft., climb 40 ft., fly 90 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +19, DEX +9, CON +19, WIS +11
Skills Perception +16, Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Force, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60ft, Darkvision 180ft, Passive Perception 26
Languages Abyssal, Common, Draconic, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If Xar'zen fails a saving throw, it can choose to succeed instead.

Magic Resistance.
 Xar'zen has advantage on saving throws against spells and other magical effects.

Gem of Power. Xar'zen has a gem with 200 hit points and 23 AC (no resistances). While this gem is active, Xar'zen has resistance to Acid, Thunder, Force, Psychic and Poison damage. For every 50 hit points the gem loses, Xar'zen's AC drops by 1 stopping at 21 AC when the gem is at 1hp. This gem (and by extension Xar'zen) can't be reduced to 0 hit points unless struck by a critical hit reducing Xar'zen's hit points by 200 instantaneously and the resistances granted by Gem of Power are removed. If this reduces Xar'zen's remaining hit points to 0, he is killed outright. An Insight check DC 19 will reveal the Gem of Power as his weak spot.

Unholy Being. Xar'zen is considered both a Fiend and a Dragon when relating to damage calculations, skill checks, abilities, etc.

Actions

Multiattack. Xar'zen can use its Frightful Presence. It may then make four attacks: one with its bite, two with its claws, and one with its tail. It can 

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 25 (2d10 + 14) piercing damage plus 18 (6d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 14) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 22 (2d8 + 14) bludgeoning damage.

 

Frightful Presence. Each creature of Xar'zen's choice that is within 120 feet of Xar'zen and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Xar'zen's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). Xar'zen exhales black fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 98 (30d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Xar'zen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xar'zen regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. Xar'zen makes a tail attack.

Wing Attack (Costs 2 Actions). Xar'zen beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 20 (2d6 + 14) bludgeoning damage and be knocked prone. Xar'zen can then fly up to half its flying speed.

Description

Xar'zen otherwise known as Xar'zen the Banished was once an Ancient Red Dragon that desired power beyond the means of what he felt his races own limits permitted. Finding a devil of great power, Xar'zen sold his soul for his greed of power. Merging himself with a powerful demon that was defeated by the devil and held captive inside a gem. Upon placing this gem to his forehead, Xar'zen became an unholy fusion of demon and dragon taking on a reddish black appearance and spewing black flames from his mouth. His horns twisted and gnarled to become an eight headed creature unlike any other. With the red and black eye of a demon on one side, and the piercing golden draconic eye on the other.

In his rise to power, Xar'zen was targeted by Aeneiros the Golden, a hero of his people in the land of Aubero. They clashed for days with neither tiring. Xar'zen unable to be defeated because of the secret behind the gem on his forehead that Aeneiros never found out. When Aeneiros grew exhausted, he mustered the last bits of his strength and sacrificed himself to banish Xar'zen from Aubero to the first level of the nine hells, Avernus.

It was there in Avernus that Xar'zen continued to gather his strength in hopes of being released into the material plane once more. As a seemingly un-killable enemy, he gained many followers leading him to send out demons on the world in hopes of opening a portal big enough for his return.

Lair and Lair Actions

Though changed from his unholy transformation, Xar'zen is still by nature an Ancient Red Dragon. Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Regional Effects

The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Small earthquakes are common within 6 miles of the dragon’s lair.
  • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
  • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

Mefis

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